Birdman - Development

Birdman - Development

Feb 15, 2018. | By: Isaac Mulcahy
1 min

Separating The Tasks

The project was broken down into three separate areas of development, level design/development, core gameplay loop and systems (by this I mean menu systems, input support etc.). My task was the level design and development as I had the most experience with this from before.

Level Generation

The development of this task was fairly quick and this was based mostly off the level generation from the previous game (Endless Runner) and worked quickly. Some systems had to be changed such as collisions as another member of the group did bring a better collision handling solution which I connected up to the level controller. The gravity systems were removed as this was a top down game which wouldn’t need it. As the system was very adaptable I was able to change out the pre-existing tiles for new ones fairly easily in theory. The issue I ran into for this was the confusion of the tile data file.

Tile Editor

During development I started to develop a tile editor to allow for a more iterative and understandable interface for level creation. This was a feature that could be accessed within the game and would update the tile data in real time. This allowed for quick and simple editing and allowed for quicker development.

Overall

The project went okay, I did struggle in some regards to meet the deadline but this was down to personal issues at the time. Looking back on the project I would have liked to add more gameplay elements such as more parts that required the birdman ability or a mixture of the states. I would have also liked to make the play space smaller as the game pace was too slow for most people including me to be engaging.

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University of the West of England,
Frenchay Campus, Bristol, BS16 1QY,
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